i'd like a buff to the light area spell. currently it can light up an entire cave, but when cast in a map area which the game doesnt see as "room", it only lights up a 3x3 square (1 in each direction). i'd like this to be buffed to 5x5 (2 in each direction), which is equivalent to a lantern.

i'd like a buff to the light area spell. currently it can light up an entire cave, but when cast in a map area which the game doesnt see as "room", it only lights up a 3x3 square (1 in each direction). i'd like this to be buffed to 5x5 (2 in each direction), which is equivalent to a lantern.

does it? i was under the impression that light area always did the same size. (i dont really use it once i get ESP ..)

also: still finding ridiculously OOD items on a regular basis . Annihilation on DL3, rod of healing DL25 !!, two useful staves DL2, etc. too many drops. just had another westernesse dropped by a minor mob on DL25, and i found a freakin' amulet of trickery on DL21. these are all drops i have found since typing the post on page 3.

I have no plans at this point to remove teleport other or summoning. My feeling is that they support one of Angband's distinguishing features: things happen suddenly, and the player needs to react quickly.

It's true that instant deaths, monster removal, teleportation, and generation of large numbers of permanent monsters make angband different from other games.

Although I have just looked at my original plan post, and monster list is firmly under 4.2. I will consider further. What do others think?

That was just for selfish reasons, as I'm currently already revamping the monster list for PWMAngband (new monsters, tile remapping)... and after spending probably half of the last three weeks doing that, I've just completed dungeon level 40 and I have 87 more dungeon levels to go. Sigh...

I don't mind waiting for the monster list, but I think once pathfinding has been worked out the changes that have gone in since 4.0.5 (sans status effects ) justify a new minor version.

Looking at the following list of changes (taken from my own changes.txt file from the list of changes implemented in PWMAngband since 4.0.5 up to Mar 16, 2017), I don't really think that's a *MINOR* version:

Just downloaded 1782d7a and randart generation is now extremely slow. The first time I started a randart character the game hung so long at the end of character generation I shut the program down because I thought it had frozen. On subsequent tries it did eventually load the town after pauses of about 10-30 seconds.

ETA: randart.log is 66,854 kb for this game, compared to files of 2-6k generated in previous nightlies.

Still encountering big mobs of breeders. Is waking in response to noise still determined by straight-line distance rather than how far the sound has to travel? I'm wondering if what's happening is that breeders are waking up when the player is close by in straight-line terms but still has to travel a long distance to actually get to the monster, e.g. this sort of situation: